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Category: Student projects

Alternative interactions with IVIS interfaces

A Research Through Design approach to automotive HCI design       In recent years, changes in the car industry have brought about increased driver- distraction, which is the leading cause of fatal automotive accidents. A major cause of this can be attributed to the introduction of touchscreen in-vehicle information systems (IVIS), which allows drivers to perform complex Secondary Tasks in relation to the Primary Task of driving. Meanwhile, little consideration is given to the influence that such an industry transition in design might impose on the human driving the car. This calls for new approaches to working with the design of IVIS, which challenge…

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Mood Ring

A speculative exploration of emotions in technology In this speculative design project, we explore how people interact with and reflect upon emotion-sensing technology throug a prototype inspired by the color-changing mood rings that many are familiar with from their childhood. The prototype analyzes one's emotional state by utilizing EEG and a machine learning algorithm. Our project, Mood Ring, is a prototype designed to measure and visualize a user's emotions using brainwave data. We have incorporated several components to create this interactive experience. The Muse 2, a portable headband, captures the user's brainwaves through EEG technology during meditation sessions. These brainwaves, including alpha, beta, delta, gamma,…

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Exploring Shock

This project set out to investigate how the body is affected during the occurrence of shocks, with a focus on the relation between micro-perceptional shocks and larger shocks. Founded on and inspired by affect theory, soma-design methods and research through design, I explored the physical reactions to shock, as well as try to implement them in a design and through this design gain insights to how the soma can be integrated to better understand shock. The design was inspired by the separation of body and soul, and the whole understanding of being only, or showing only parts of yourself was intriguing.This led to the idea…

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Thermochromic reflections

In this thesis, we investigate how we can use thermochromic textiles - a textile material with color-changing properties, in an interactive design, in order to explore the material composition between computer and textile. We want to uncover how we can practically apply the properties and qualities of the textile material in a concrete interaction design. The project consists of a longer design process. In the process, we have especially focused on prototyping, in order to be able to work with the material thermochromic textile, which is precisely the focal point for this project. Slow technology has been the overall theoretical framework of this project, and…

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Engaging with Local Narratives through AAR

We want to explore how audio augmented reality (AAR) technologies can be utilised in public design manifestations to facilitate affective experiences. We are interested in how AAR can afford engagement with otherwise hidden local narratives about Ørestad through augmentation of public spaces. Ørestad has been met with much criticism and concerns for its future in the media, but the criticism comes from people who do not live there. What do the residents of Ørestad think about living there? We want to facilitate their stories and speculations about the future of Ørestad through an audio augmented experience, where the personal stories of the residents are put…

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Activating affective relations on Amager Fælled

  This project explores how Copenhageners' affective relations to the nature of Amager Fælled, an urban green area located in the North-western part of Amager in Copenhagen, can be activated through design. Our motivation behind the design project originates from the controversial construction case of the residential area 'Fælledby', which has been a topic of political debate for years. The controversial case highlights the importance of understanding the affective dimension between humans and nature, and we believe that this dimension is particularly relevant to understand as climate changes influence how people perceive the world as well as the future. In the project, we engaged with…

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Shoptimal: A new way to shop

How can we through speculative design explore traditional UX design conventions in relation to e-commerce, in order to create room for reflection regarding the frictionless user experience? Shoptimal is an app-based design concept meant to explore the potential future of shopping. By allowing the app access to your phone’s camera and your behavioral patterns, while scrolling, Shoptimal will shop online for you. It creates a virtual wishlist, based on what items it has noticed you liked or disliked and orders them for you, allowing the user to get what they want, while remaining surprised. The shopping experience has become completely frictionless, and the user will…

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LY

LY is a reimagining of our relationship with nature and is the result of a redesign process which started as a critique of the app SHELTER. The app represents an ontological view of nature which sees humans and nature as two separates. This project challenges this view and creates a more sensory and emotional nature experience, grounded in a holistic nature-human ontology. LY is a sensory experience that lets you interact with a nature soundscape through touch-based interactions. The physical installation consists of carefully selected nature elements which is combined to create a wall mounted panel that connote nature. When you put on the attached noise cancelling…

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Modelling fear in players for an AI-driven horror game

As part of an individual specialization, I am working on an individual project in collaboration with the graduation project of one of the "Animation Director"-students at the Danish Filmschool. The project at the Filmschool spans two semesters (Fall 2021 and Spring 2022), and is an AI-driven horror game with a heavy emphasis on narrative and empathy. The game is named "Church in the Wild", themed around a nightmarish virtual reality controlled by an Artificial Intelligence, and developed in Unreal Engine 4 for the PC. The project at the Filmschool is a collaboration between students from the Filmschool, several differnet Universities, and other higher educations, where…

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A Sense of Direction

  This explorative project examines the unique capabilities of haptics for personal mobility purposes by examining current issues with pedestrian navigation. A research through design methodology was adopted, using sketching and prototyping practices in the design of a haptic wrist-worn display, able to express spatial directional guidance through vibrotactile stimuli. The final prototype is user-tested, and the process findings are discussed. It is argued that the designed interaction presents an alternative approach to turn-by-turn navigation, although more research is needed in this area. PROJECT MEMBER Gabriel Frederik Brodersen  

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The Sensory Garden

The Sensory Garden was designed in collaboration with Bioteket Nørrebro; a volunteer-based green culture hub for sustainability that accommodates the growth of plants, music, art, social events and sustainable ideas. The goal was to make the space outside Bioteket more inviting while creating awareness about Bioteket among locals by enticing them to participate in a playful activity in green surroundings. The final design is a plant bed placed outside Bioteket with a screen hanging above it. The screen invites passers-by to interact with the plants by touching them. Touch is registered by the MPR121 capacitance sensor which activates sound and the screen to display information about…

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Experiencing Soundscapes with Sonic Zoom

The project explores how visitors of green urban areas experience soundscapes through sonic interactiondesign. The empirical foundation for the project consists of two encounters with visitors in Byhaven - a small urban garden situated on Amager close to ITU. The project revolves around Sonic Zoom; a sonic interaction design artefact created by AIRLab. Sonic Zoom allows the user to zoom in on sounds in an environment by interacting with four wheels that control volume of sound. Sonic Zoom was fitted with four sounds. By wearing wireless headphones, the visitors were enabled to create a personal soundscape that enables different auditive experiences of the environment. Analysis…

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